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NxLabs / Vintage Story

SapTap

FBy Feyd

Tap resin-oozing pine and acacia with metal spiles; hang a bucket, collect sap by the season.

Description

<h1>SapTap</h1> <header class="masthead"> <div class="wrap"> <p class="standfirst">Hammer a metal spile into a resin-oozing pine or acacia trunk, hang an ordinary wooden bucket from its hook, and come back when the sap has run.</p> <p>&nbsp;</p> <p>Requires <strong>Vintage Story 1.22+</strong></p> </div> </header> <div class="specs"> <div>&nbsp;</div> <div><span class="n">4-</span><span class="l">taps per craft</span></div> <div><span class="n">2-</span><span class="l">taps per tree, maximum</span></div> <div><span class="n">10 <em>L</em></span><span class="l">bucket capacity</span></div> <div><span class="n">0.5 <em>L/h</em></span><span class="l">base rate, in-game hours</span></div> </div> <main> <div class="wrap"> <section> <h3>&nbsp;</h3> <h3>What the mod adds</h3> <p>One new block, in thirteen metals: a <em class="term">sap tap</em> — a real spile, with a tapered tip that bites into the bark, a collar that seats against the trunk, a tube with a hammered band and a drip lip, and a hook rod underneath.</p> <p>The bucket is not part of the tap model. When you hang one, the block entity tessellates the actual vanilla <code>woodbucket</code> mesh and drops it onto the hook, so what hangs there is the same bucket you were holding — bail, staves, iron rings and all. It also means any modded bucket that follows the vanilla pattern hangs correctly.</p> <p>Nothing in vanilla is overridden. Resin logs still harvest by hand exactly as before; the tap is an alternative that trades waiting for a much larger yield per tree.</p> </section> <section> <h3>&nbsp;</h3> <h3>Crafting a tap</h3> <p>Shapeless, in any crafting grid. The three items can sit in any slots, in any order:</p> <div style="font-family: 'Segoe UI',Roboto,Helvetica,Arial,sans-serif; color: #1b2016; line-height: 1.5;"> <table style="border-collapse: collapse; border-spacing: 0px;" border="0" cellpadding="0"> <tbody> <tr> <td style="vertical-align: middle;"> <table style="border-collapse: collapse; border: 2px solid #8A8D7A; background: #EFF0E9; border-spacing: 0px;" border="0" cellpadding="0"> <tbody> <tr> <td style="width: 92px; height: 70px; border: 1px solid #B6B9A6; background: #F8F8F3; text-align: center; vertical-align: middle; padding: 4px; font-size: 12px; font-weight: bold;">Hammer <div style="font-size: 10px; font-weight: 400; color: #797f6d; margin-top: 2px;">bronze or better</div> </td> <td style="width: 92px; height: 70px; border: 1px solid #B6B9A6; background: #F8F8F3; text-align: center; vertical-align: middle; padding: 4px; font-size: 12px; font-weight: bold;">Metal plate<br>or sheet <div style="font-size: 10px; font-weight: 400; color: #797f6d; margin-top: 2px;">the tap's metal</div> </td> <td style="width: 92px; height: 70px; border: 1px solid #B6B9A6; background: #F8F8F3; text-align: center; vertical-align: middle; padding: 4px; font-size: 12px; font-weight: bold;">Chisel <div style="font-size: 10px; font-weight: 400; color: #797f6d; margin-top: 2px;">bronze or better</div> </td> </tr> <tr> <td style="width: 92px; height: 70px; border: 1px solid #B6B9A6; background: #F8F8F3;">&nbsp;</td> <td style="width: 92px; height: 70px; border: 1px solid #B6B9A6;">&nbsp;</td> <td style="width: 92px; height: 70px; border: 1px solid #B6B9A6;">&nbsp;</td> <td style="vertical-align: middle;">&nbsp;</td> </tr> </tbody> </table> </td> </tr> </tbody> </table> </div> <div class="recipe"> <div class="slot out">&nbsp;</div> <div class="slot out">&nbsp;</div> </div> <p>Either stock works: the smithed <strong>metal plate</strong> item (<code>metalplate-&lt;metal&gt;</code>) or the <strong>metal sheet</strong> block (<code>metalsheet-&lt;metal&gt;</code>). They look almost identical in the inventory, so the recipe accepts both. Only the plate has a vanilla crafting route — sheets are loot and worldgen only — so the plate is the repeatable survival option.</p> Tool hardness <p>Working the stock needs a hammer <strong>and</strong> a chisel at least as hard as the metal being worked. The two tools need not match each other. Neither is consumed; each craft costs <strong>8 durability</strong> off both.</p> <div class="tablewrap"> <table><caption><strong>Which tools cut which stock</strong></caption> <thead> <tr> <th scope="col">Stock metal</th> <th scope="col">Hammer and chisel must be</th> </tr> </thead> <tbody> <tr> <td>Copper, tin bronze, bismuth bronze, black bronze, brass, gold, silver, lead, bismuth, molybdochalkos</td> <td>tin / bismuth / black bronze, iron, meteoric iron or steel</td> </tr> <tr> <td>Iron, meteoric iron</td> <td>iron, meteoric iron or steel</td> </tr> <tr> <td>Steel</td> <td>steel</td> </tr> </tbody> </table> </div> <div class="note">&nbsp;</div> <h5 class="note"><strong><span class="note-label">Watch for: </span></strong>Copper hammers and chisels cannot make any tap at all — not even a copper one. Copper shares its tool tier with gold and silver, which is not hard enough to cut plate. Bronze is the earliest tooling that works.</h5> <h3>Available metals</h3> <p>Thirteen, each taking its colour from that metal's ingot texture. The metal is cosmetic — a lead tap collects exactly as fast as a steel one.</p> <ul class="chips"> <li>copper</li> <li>tinbronze</li> <li>bismuthbronze</li> <li>blackbronze</li> <li>brass</li> <li>gold</li> <li>silver</li> <li>lead</li> <li>bismuth</li> <li>molybdochalkos</li> <li>iron</li> <li>meteoriciron</li> <li>steel</li> </ul> </section> <section> <h3>Tapping a tree</h3> <p>&nbsp;</p> <ol class="steps"> <li><strong>Find a log that is oozing resin.</strong>Vanilla pine and acacia grow them — the blocks whose code starts <code>log-resin-</code>. A plain log will not take a tap.</li> <li><strong>Right-click the side of that log with a tap in hand.</strong>Only the four vertical faces; you cannot tap the top or bottom of a trunk. The tap intercepts the click, so the log's usual hand-harvest does not fire instead.</li> <li><strong>Right-click the tap with an empty wooden bucket.</strong>It hangs f

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